77 lines
2.2 KiB
C#
77 lines
2.2 KiB
C#
using System.IO;
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namespace YooAsset
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{
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public class DefaultLocationServices : ILocationServices
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{
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private readonly string _resourceRoot;
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public DefaultLocationServices(string resourceRoot)
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{
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if (string.IsNullOrEmpty(resourceRoot) == false)
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_resourceRoot = PathHelper.GetRegularPath(resourceRoot);
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}
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public string ConvertLocationToAssetPath(YooAssets.EPlayMode playMode, string location)
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{
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if (playMode == YooAssets.EPlayMode.EditorPlayMode)
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{
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string filePath = CombineAssetPath(_resourceRoot, location);
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return FindDatabaseAssetPath(filePath);
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}
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else
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{
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return CombineAssetPath(_resourceRoot, location);
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}
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}
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/// <summary>
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/// 合并资源路径
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/// </summary>
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private static string CombineAssetPath(string root, string location)
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{
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if (string.IsNullOrEmpty(root))
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return location;
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else
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return $"{root}/{location}";
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}
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/// <summary>
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/// 获取AssetDatabase的加载路径
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/// </summary>
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private static string FindDatabaseAssetPath(string filePath)
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{
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#if UNITY_EDITOR
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if (File.Exists(filePath))
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return filePath;
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// AssetDatabase加载资源需要提供文件后缀格式,然而资源定位地址并没有文件格式信息。
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// 所以我们通过查找该文件所在文件夹内同名的首个文件来确定AssetDatabase的加载路径。
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// 注意:AssetDatabase.FindAssets() 返回文件内包括递归文件夹内所有资源的GUID
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string fileName = Path.GetFileName(filePath);
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string directory = PathHelper.GetDirectory(filePath);
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string[] guids = UnityEditor.AssetDatabase.FindAssets(string.Empty, new[] { directory });
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for (int i = 0; i < guids.Length; i++)
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{
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string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[i]);
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if (UnityEditor.AssetDatabase.IsValidFolder(assetPath))
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continue;
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string assetDirectory = PathHelper.GetDirectory(assetPath);
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if (assetDirectory != directory)
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continue;
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string assetName = Path.GetFileNameWithoutExtension(assetPath);
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if (assetName == fileName)
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return assetPath;
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}
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// 没有找到同名的资源文件
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YooLogger.Warning($"Not found asset : {filePath}");
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return filePath;
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#else
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throw new System.NotImplementedException();
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#endif
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}
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}
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} |